ok, I was able to make them into individual Static Meshes with you tool, now how I make them show up in Into Static Mesh Foliage in the foliage Menu?. I also have been getting this error: LoginId:919d318241d7ddb5b5c45c83ea32ed62
EpicAccountId:3ba49f8143dc41e28d58d85740e0d972
Assertion failed: FindObject(Outer, *NewBPName.ToString()) == 0 [File:D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\Kismet2.cpp] [Line: 421]
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_rdBPtools!rdBPclass::CreateFromActorList() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\rdBPtools\Source\rdBPtools\Private\rdBP_CreateFromSelectedActors.cpp:147]
UnrealEditor_rdBPtools!rdBPclass::HarvestInstancesFromActorList() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\rdBPtools\Source\rdBPtools\Private\rdBP_HarvestInstances.cpp:114]
UnrealEditor_rdBPtools!rdBPclass::HarvestInstancesFromSelectedActors() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\rdBPtools\Source\rdBPtools\Private\rdBP_HarvestInstances.cpp:40]
UnrealEditor_rdBPtools!TBaseRawMethodDelegateInstance<0,FrdBPTools,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\RocketSync\5.2.0-25360045+++UE5+Release-5.2\Working\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:424]
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll